• Title/Summary/Keyword: 멀티 모달

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Artificial Intelligence for Assistance of Facial Expression Practice Using Emotion Classification (감정 분류를 이용한 표정 연습 보조 인공지능)

  • Dong-Kyu, Kim;So Hwa, Lee;Jae Hwan, Bong
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.6
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    • pp.1137-1144
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    • 2022
  • In this study, an artificial intelligence(AI) was developed to help with facial expression practice in order to express emotions. The developed AI used multimodal inputs consisting of sentences and facial images for deep neural networks (DNNs). The DNNs calculated similarities between the emotions predicted by the sentences and the emotions predicted by facial images. The user practiced facial expressions based on the situation given by sentences, and the AI provided the user with numerical feedback based on the similarity between the emotion predicted by sentence and the emotion predicted by facial expression. ResNet34 structure was trained on FER2013 public data to predict emotions from facial images. To predict emotions in sentences, KoBERT model was trained in transfer learning manner using the conversational speech dataset for emotion classification opened to the public by AIHub. The DNN that predicts emotions from the facial images demonstrated 65% accuracy, which is comparable to human emotional classification ability. The DNN that predicts emotions from the sentences achieved 90% accuracy. The performance of the developed AI was evaluated through experiments with changing facial expressions in which an ordinary person was participated.

A Study on Biometric Model for Information Security (정보보안을 위한 생체 인식 모델에 관한 연구)

  • Jun-Yeong Kim;Se-Hoon Jung;Chun-Bo Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.1
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    • pp.317-326
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    • 2024
  • Biometric recognition is a technology that determines whether a person is identified by extracting information on a person's biometric and behavioral characteristics with a specific device. Cyber threats such as forgery, duplication, and hacking of biometric characteristics are increasing in the field of biometrics. In response, the security system is strengthened and complex, and it is becoming difficult for individuals to use. To this end, multiple biometric models are being studied. Existing studies have suggested feature fusion methods, but comparisons between feature fusion methods are insufficient. Therefore, in this paper, we compared and evaluated the fusion method of multiple biometric models using fingerprint, face, and iris images. VGG-16, ResNet-50, EfficientNet-B1, EfficientNet-B4, EfficientNet-B7, and Inception-v3 were used for feature extraction, and the fusion methods of 'Sensor-Level', 'Feature-Level', 'Score-Level', and 'Rank-Level' were compared and evaluated for feature fusion. As a result of the comparative evaluation, the EfficientNet-B7 model showed 98.51% accuracy and high stability in the 'Feature-Level' fusion method. However, because the EfficietnNet-B7 model is large in size, model lightweight studies are needed for biocharacteristic fusion.

A Study on Success Strategies for Generative AI Services in Mobile Environments: Analyzing User Experience Using LDA Topic Modeling Approach (모바일 환경에서의 생성형 AI 서비스 성공 전략 연구: LDA 토픽모델링을 활용한 사용자 경험 분석)

  • Soyon Kim;Ji Yeon Cho;Sang-Yeol Park;Bong Gyou Lee
    • Journal of Internet Computing and Services
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    • v.25 no.4
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    • pp.109-119
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    • 2024
  • This study aims to contribute to the initial research on on-device AI in an environment where generative AI-based services on mobile and other on-device platforms are increasing. To derive success strategies for generative AI-based chatbot services in a mobile environment, over 200,000 actual user experience review data collected from the Google Play Store were analyzed using the LDA topic modeling technique. Interpreting the derived topics based on the Information System Success Model (ISSM), the topics such as tutoring, limitation of response, and hallucination and outdated informaiton were linked to information quality; multimodal service, quality of response, and issues of device interoperability were linked to system quality; inter-device compatibility, utility of the service, quality of premium services, and challenges in account were linked to service quality; and finally, creative collaboration was linked to net benefits. Humanization of generative AI emerged as a new experience factor not explained by the existing model. By explaining specific positive and negative experience dimensions from the user's perspective based on theory, this study suggests directions for future related research and provides strategic insights for companies to improve and supplement their services for successful business operations.

Exploring the Effects of Passive Haptic Factors When Interacting with a Virtual Pet in Immersive VR Environment (몰입형 VR 환경에서 가상 반려동물과 상호작용에 관한 패시브 햅틱 요소의 영향 분석)

  • Donggeun KIM;Dongsik Jo
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.125-132
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    • 2024
  • Recently, with immersive virtual reality(IVR) technologies, various services such as education, training, entertainment, industry, healthcare and remote collaboration have been applied. In particular, researches are actively being studied to visualize and interact with virtual humans, research on virtual pets in IVR is also emerging. For interaction with the virtual pet, similar to real-world interaction scenarios, the most important thing is to provide physical contact such as haptic and non-verbal interaction(e.g., gesture). This paper investigates the effects on factors (e.g., shape and texture) of passive haptic feedbacks using mapping physical props corresponding to the virtual pet. Experimental results show significant differences in terms of immersion, co-presence, realism, and friendliness depending on the levels of texture elements when interacting with virtual pets by passive haptic feedback. Additionally, as the main findings of this study by statistical interaction between two variables, we found that there was Uncanny valley effect in terms of friendliness. With our results, we will expect to be able to provide guidelines for creating interactive contents with the virtual pet in immersive VR environments.